John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1687
|
Posted - 2014.01.24 18:52:00 -
[1] - Quote
Here's how you fix them:
CR, ScR: Pretty much fine, imo, they are more or less midrange, oppose each other in terms of the damage they do, and have drawbacks that keep them in check (ScR: overheat, needs at least some skill to use properly; CR: burst mechanic limits non-modded ROF for regular, ammo limitations for ACR). Only thing I can see is that changing the CR damage profile to be 5/5 makes some sense.
The RR and AR are the outliers. One should be a monster at range, the other at CQC.
1) The RR does both better. ThatGÇÖs the source of the imbalance. DonGÇÖt bother arguing that itGÇÖs not OP, btw, by definition anything that Nyain San uses 95% of the time is OP.
2) The AR (eventually the PR? SoonGäó) is seemingly still in its placeholder role of jack of all trades, which actually is a role filled better by the CR at present, which I guess stays more or less in lore with Minmatar weapons being flexible/adaptable.
So, what to do?
RR: Increase spool up time, probably needs a lower DPS but I'd say [b]try changing just one aspect at a time for once CCP, and see how that works[b]. If itGÇÖs still too good in CQC with a longer spool up alone, then work with the DPS. An alternate idea is to keep the spool up time for ADS the same but make it a lot longer with hipfire. (science-y justification can be that it needs to work that way to account for the instability that would occur if you donGÇÖt brace it).
AR(PR): Make it the close range brawler a Gallente weapon should be. Increase the ROF or DPS and slash the range, like a shorter range ACR thatGÇÖs more efficient with its ammo consumption.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1691
|
Posted - 2014.01.24 20:54:00 -
[2] - Quote
Ulysses Knapse wrote:Korvin Lomont wrote:Ulysses Knapse wrote:I used to think the Rail Rifle needed a nerf, too. Then I found the Assault Combat Rifle. Ah the ACR yeah a good weapon but not nearly as OP as the RR or ARR. The crazy ROF is somehow balanced by the low damage and rather small clip, but I have to agree for the range the dps needs to go down as well a bit. I don't know. Pretty much all of my experiences with the Assault Combat Rifle have resulted in my near instant death. So far I have yet to experience the same pain from a Rail Rifle. The Rail Rifle does need a slight nerf, but not as much as the Assault Combat Rifles does.
If you get the drop on 1 person you can chew them up with the ACR for sure but you're going to have to reload long before #2 goes down unless its a scout or something. It chews through ammo, too, so better keep some nanohives handy.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
Forum Warrior lv.1
|